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밴티지 마스터즈

kiseki
knergy>Lordranged7님의 2023년 7월 16일 (일) 05:45 판
(차이) ← 이전 판 | 최신판 (차이) | 다음 판 → (차이)
Vantage Masters title screen in 영웅전설 시작의 궤적

Vantage Masters (ヴァンテージマスターズ) is a minigame introduced in 영웅전설 섬의 궤적 III. It is also available in 영웅전설 섬의 궤적 IV and 영웅전설 시작의 궤적.

Background

Vantage Masters is a turn-based collectible card game that has become increasingly popular around the continent. It serves as a replacement for the formerly popular game Blade. A game of strategy, each player forms a deck from the many cards available and plays until their Master card is defeated. Cards can be bought in shops or earned from defeating other opponents as the games progress.

영웅전설 섬의 궤적 III

Rean Schwarzer is first introduced to the game in Leeves in the Carnegie Books & Games store. The owner and inhabitants of the town are fond of the game and Rean compares its popularity with that of Blade, which he used to play in his own days as a student. He is soon given a starter deck and plays against some of the children within the store, and begins his own Vantage Master Journey. As Rean and new Class VII travel around, he gradually builds his deck and meets many more opponents introduced to the game.

Vantage Masters is used to try and win some information about the Palatinate Knight by means of a wager against Rutger Claussell. Rean, Claire Rieveldt and Sara Valestein play against Rutger, Leonidas and Xeno on the top floor of Raquel's Casino Alisha. Following their instructor, new Class VII enter the casino and Musse Egret and Ash Carbide take over from Claire and Sara, seeing the state of the game. Restarting, They each take on one of Zephyr's members, With Rean facing off against Rutger. Rean manages to win, and obtains some information, but less than he hoped for as Rutger reveals he had the means to win in his original hand through three 'Vanish' cards which would allow him to instantly kill Rean's Master.

Rean's Vantage Master progression comes to a temporary conclusion after defeating Aurier Vander, an incredibly proficient player during the Heimdallr Summer festival.

Opponent Availability Reward
Zach 제1장 "재회 ~백악의 구도~" (4/16) - Leeves Magic Crystal ×3
Rachel D-Arma ×3
Sidney Hepitas ×3
Juna Crawford 제1장 "재회 ~백악의 구도~" (4/21) - Derfflinger Ranger
Celestin 제1장 "재회 ~백악의 구도~" (4/22) - Saint-Arkh Guene-Foss ×3
Clover 제1장 "재회 ~백악의 구도~" (4/22) - Parm Zamilpen ×3
Michael Irving 제2장 "상극의 크로스벨" (5/13) - Leeves Wall ×3
Louise 제2장 "상극의 크로스벨" (5/14) - Leeves Dullmdalla ×3
Munk Uptide ×3
Kurt Vander 제2장 "상극의 크로스벨" (5/19) - Derfflinger Knight
Wendy 제2장 "상극의 크로스벨" (5/20) - Crossbell City Da-Colm ×3
Xin Lu Kyria-Bell ×3
Maya 제3장 "강철의 고동 ~해항도시의 혼란~" (6/10) - Leeves Ae-Ferrion ×3
Stark 제3장 "강철의 고동 ~해항도시의 혼란~" (6/11) - Leeves Thief
Randy Orlando Oonvievie ×3
Altina Orion 제3장 "강철의 고동 ~해항도시의 혼란~" (6/16) - Derfflinger Vanish ×3
Mimika 제3장 "강철의 고동 ~해항도시의 혼란~" (6/17) - Raquel Gio-Bro ×3
Setsuna 제3장 "강철의 고동 ~해항도시의 혼란~" (6/18) - Ordis Amoltamis ×3
Musse Egret 제4장 "찬란한 헤임달" (7/8) - Leeves Tarbyss ×3
Rosine 제4장 "찬란한 헤임달" (7/9) - Leeves Fifenail ×3
G. Schmidt Witch
Ash Carbide 제4장 "찬란한 헤임달" (7/15) - Derfflinger Greon ×3
Fred 제4장 "찬란한 헤임달" (7/15) - Heimdallr Neptjuno ×3
Jingo 제4장 "찬란한 헤임달" (7/16) - Heimdallr Swordsman
Aurier Vander 제4장 "찬란한 헤임달" (7/17) - Heimdallr
Must collect all cards first
Chevalier

영웅전설 섬의 궤적 IV

In the chaos at the Gral of Erebos, New Class VII's decks are mostly mixed up, forcing them to almost start their collections anew. They once again build their decks, facing ever-increasing difficult opponents, earning more powerful cards, and increasing their skills. Rean takes over upon his return. Eventually, he comes face to face with Victor S. Arseid, the strongest opponent in the game.

Rean also has the chance to introduce Crow Armbrust to the game, after his long absence from card games during his time as Azure Siegfried. Even though he did not play during this time, it was revealed he picked up many of the strategies and tactics used by observing Zephyr and others play it in the Black Workshop. Expecting to hustle Rean after he offers to teach him the game, Crow did not anticipate Rean was in turn expecting it and was outplayed. Stark also later plays against him to show how far he has come along, and to wager the old deck of cards belonging to Crow's grandfather against Crow promising to have a meal with him and Rean in Jurai, following the Great War. Despite this being a seemingly impossible proposition, Stark nevertheless states that Crow would never settle for giving in to his fate, and eventually gets through to him and wins the game. Crow also goes up against Pablo, betting his favorite pin-up magazine featuring girls in swimsuits. He plays under the impression that Pablo is betting the same, not realizing that Pablo's "pin-up magazine" actually features pictures of trains.

Opponent Availability Reward
Pablo 제I부 "VII반의 시련" (8/7) - Parm Dullmdalla ×3
Elliot Craig 제I부 "VII반의 시련" (8/9) - Eryn Requ ×3
Sister Olfa 제I부 "VII반의 시련" (8/10) - Raquel D-Arma ×3
Tilia 제I부 "VII반의 시련" (8/10) - Alster Kyria-Bell ×3
Fie Claussell 제I부 "VII반의 시련" (8/13) - Eryn Blaze ×3
Shanshan 제I부 "VII반의 시련" (8/15) - Crossbell City Bard
Mishy 제I부 "VII반의 시련" (8/15) - Mishelam Wonderland Uptide ×3
KeA 단막 "부러진 검, 그리고──" (8/17) - Eryn Fifenall ×3
Roselia 제II부 "숙명의 별들" (8/19) - Eryn Reduce ×3
Laura S. Arseid Knight
Juna Crawford 제II부 "숙명의 별들" (8/20) - Merkabah All droplets ×3
Anton 제II부 "숙명의 별들" (8/20) - Parm Gia-Bro ×3
Vincent Florald 제II부 "숙명의 별들" (8/21) - Ordis Tarbyss ×3
Kurt Vander 제II부 "숙명의 별들" (8/22) - Merkabah All droplets ×3
Angelica Rogner Amoltamis ×3
Alisa Reinford 제II부 "숙명의 별들" (8/24) - Merkabah Oonvievle ×3
Marquis Ballad 제II부 "숙명의 별들" (8/24) - Saint-Arkh Transmute ×3
Josette Capua 제II부 "숙명의 별들" (8/25) - Milsante Shadow
Ash Carbide 제II부 "숙명의 별들" (8/26) - Merkabah All droplets ×3
Celine Expel ×3
Lloyd Bannings 제II부 "숙명의 별들" (8/26) - Pantagruel Da-Colm ×3
Duvalie 제III부 "사자의 각인 ~섬광의 행방~" (8/27) - Courageous II Paladin
Jusis Albarea Neptjuno ×3
Kaela MacMillan 제III부 "사자의 각인 ~섬광의 행방~" (8/27) - Avon Hills Regna-Croix ×3
Scherazard Harvey 제III부 "사자의 각인 ~섬광의 행방~" (8/27) - Leeves Vanish ×3
Sara Valestein 제III부 "사자의 각인 ~섬광의 행방~" (8/28) - Courageous II Beast
Sharon Kreuger 제III부 "사자의 각인 ~섬광의 행방~" (8/29) - Courageous II Ma-Gorb ×3
Cao Lee 제III부 "사자의 각인 ~섬광의 행방~" (8/29) - Crossbell City Greon ×3
Crow Armbrust 제III부 "사자의 각인 ~섬광의 행방~" (8/30) - Courageous II Disaster ×3
Altina Orion All droplets ×3
Toval Randonneur 전일담 "그나마 이 밤에 맹세하며" (8/31) - Mishelam Wonderland Mishelam Ticket
Quick Caliber V
Millium Orion Spirit
Cassius Bright Tentarch ×3
Musse Egret 종막 "떨어지는 꽃, 불꽃의 끝에" (9/1) - Courageous II All droplets ×3
Joshua Bright 종막 "떨어지는 꽃, 불꽃의 끝에" (9/1) - Hamel
Must complete Ghosts of Hamel first
Xenofiend ×3
Viscount Arseid 종막 "떨어지는 꽃, 불꽃의 끝에" (9/1) - Courageous II Tyrant
Woden

영웅전설 시작의 궤적

Vantage Masters returns as a playable game in the True Reverie Corridor with new opponents including Sonya Baelz, Michael Irving and Matteus Vander.

Opponent Availability Reward
True Reverie Corridor
Elie MacDowell Initial Tarbyss ×3
Ash Carbide Shadow
Claire Rieveldt Uptide ×3
Alfin Reise Arnor After joining the corridor Spirit Elixir
Agate Crosner After unlocking 2F Oonvievle ×3
Musse Egret Amoltamis ×3
Rixia Mao High Ranger
George Nome After joining the corridor after unlocking 2F Shield Elixir
Wazy Hemisphere After unlocking 3F Ma-Gorb ×3
Elise Schwarzer Holy Sister
Lechter Arundel Zenofiend ×3
Nadia Rayne Reduce ×3
Aurelia Le Guin After joining the corridor after unlocking 3F Power Elixir
Noel Seeker After unlocking 4F Disaster ×3
Estelle Bright Tentarch ×3
Crow Armbrust Crown Thief
Zeit Greon ×3
Vita Clotilde After joining the corridor after unlocking 4F Magic Elixir
C Must collect all cards first except Regna-Croix
Lloyd must be controlled
Regna-Croix ×3
Zeram Capsule
McBurn After joining the corridor Tyrant
Flaming VM Dojo
Wald Wales After unlocking the dojo Power Elixir ×3
Fran Seeker Spirit Elixir ×3
Michael Irving Soul Fighter
True Steel Bell
Shizuku MacLaine Buy with fragments, clear 5F, and defeat previous opponents Magic Elixir ×3
Alex Dudley Shield Elixir ×3
Sonya Baelz Elder Spirit
True Allure
Sergei Lou Buy with fragments, clear 6F, and defeat previous opponents Life Elixir ×3
Erika Russell Master Swordsman
Matteus Vander Ark Paladin
True Solar Gyre

Gameplay

Battle Screen
Card Info

Vantage Masters is a turn-based game of strategy. There are three types of cards, Master, Magic and Natial. The information, skills, abilities and attributes of a card are all listed on it during play.

  • Master cards are the focus in the game. Each deck has one master which may have an ability and/or skill it can use at a cost of mana. each Master has a fixed mana starting value which will increase by one each turn. The objective of the game is to reduce your opponents' Master's HP to zero.
  • Magic cards can be summoned at a mana cost to produce a certain effect, after which they are used up and cannot be used again. Magic cards may affect different attributes of cards in different ways.
  • Natial cards can be summoned to the board via a mana costs. They come in four elemental varieties and can be used to attack other Natials or masters. Each Natial has a ATK and HP score of their own. If their HP is reduced to 0, they are removed from play.

Actions and Summoning

  • On your turn, each of your cards can perform move, skill and attack options. There are some cards which do not have a skill.
  • When summoning a Natial, you can choose any open space on your side of the field. If there are no open spaces, you cannot summon. Most cards cannot perform actions in the same turn they are summoned. they'll be able to take actions starting the turn after. However, Natials with the Flying trait are able to ignore this rule.

Movement and Attacking

  • You can only move to spaces in your side of the field. If you choose a spot that already has a card in it, the two cards will swap places. After using an attack or skill, you cannot move for the rest of the turn.
  • There are three types of attacks, all of which have different areas of effect and damage. Normal attacks can only be performed from the front row and target a single enemy. The enemy will then counterattack for damage equal to their ATK -1. Ranged normal attacks can target any space on the opponent's side of the field. If your attacker is more than 1 row away from their target, the target can't counterattack. Skill attacks are offensive skills. They can target any space and cannot be counterattacked.

Attributes and Magic Crystals

Elemental efficacy
  • There are four different attributes: Earth, Water, Fire and Heaven. Damage dealt will differ depending on the matchup. An attack against a weaker elements deals +1 damage. An attack against a stronger element deals -2 damage. Master cards have no attribute.

Earth -> Water -> Fire -> Heaven -> Earth

  • The player who goes second will have a Magic Crystal appear on their side of the field on the first turn. Additionally, a Magic Crystal will appear on a random open space for each player every three rounds. (if there are no open spaces, it will not appear.) These Magic Crystals have the same effect as the Magic Crystal Spell card. Moving a summoned card on top of them grants this effect.

Skills and Abilities

  • Some cards have skills. There are two different types of skills. Natial card skills can only be used once per card. However, they cost no mana and can be restored with a Magic Crystal. Master card skills have unlimited uses but each use costs mana.
  • abilities are different from skills in that they activate automatically. There are many different types of abilities. For example, some cards automatically protect the two cards adjacent to them from enemy attacks (this does not work on cards that grant a similar effect), whereas others allow you to draw an additional card upon their death.

Getting Cards and Building Decks

  • When you win a Vantage Masters duel, you'll receive a card from your opponent. You may also purchase cards from the store. Whenever you get new cards, you can add them to your deck via the deck building screen, either before the match on on the Cards section of the notebook. Master cards are especially powerful and the game encourages you try them out with a new deck.

Starting a Game

Vantage Masters can be played by pressing a specific button near an eligible NPC, which brings up the game menu. It is a game between two players, who must first choose a deck made up of up to 20 cards. This deck can be managed and altered from the Class Notebook, and up to three separate decks can be saved. The player is prompted to choose one of these decks prior to the game starting. It is a turn based game, with a random coin flip being used to decide who will have the first turn. If Rean flips Mishy, he will go first, whereas he will go second if Evil-Mishy is flipped. You are then shown three cards for your starting hand of which you can choose up to three which can be randomly exchanged with other cards in your deck. This action cannot be undone. Each turn, mana is refreshed an additional card from your deck is drawn. The game will continue even if no cards are left to be drawn. Wins and losses are recorded in the notebook.

Icons

Icon Meaning Icon Meaning
Mana - available mana.
Earth - the card carries Earth attribute
ATK - the card's ATK Strength
Water - the card carries Water attribute
HP - the card's remaining HP
Fire - the card carries Fire attribute
Flying - the card make act immediately
Heaven - the card carries Heaven attribute
Ranged - the card can attack from afar
Skill - the card has a skill that may be activated (greyed out if used)

List of Cards

Masters

Fighter
Description
A wry fighter on a continuous journey to improve her skills. Only by fighting does she achieve a measure of self-fulfilment, becoming stronger with each bout. She has challenged the ultimate Natial Master in the past.
Skill: None
2
20 N/A
No
No Ability
1 Counterattacks deal +1 damage.
Ranger
Description
The guardian of a vast forest. She was raised in the wild, where she developed a strong sense of compassion for all living creatures. Deeply disturbed by the endless cycle of war mankind wages among itself.
Skill: None
1
18 N/A
No
Yes Ability
2 None
Sister
Description
A sister on a never-ending journey, her heart filled with determination. When she learned the world was in danger, she took up arms to defend it despite having no combat training.
Skill: Cleric Cure
1
18 (2 mana) Target gains HP +2.
No
No Ability
3 None
Knight
Description
An elderly knight. Despite his genial attitude, his prowess with a lance is second to none, and he is admired many many as a master of his craft. Said to be the most treasured knight in all the kingdom, though he has since retired from battle.
Skill: Cavalry Order
3
30 (3 mana) Your cards in play get ATK +1.
No
No Ability
2 None
Thief
Description
A fleet-footed thief who desires power so he can fulfill his dream. In his entire career he has never been caught stealing once. That being said, the futility of his criminal ways is beginning to weigh on him.
Skill: Speed Draw
1
26 (2 mana) Draw a card.
No
No Ability
2 This card can act twice.
Witch
Description
The apprentice to a legendary witch. She admires her master and wakes up bright and chipper to be trained by her. Considered a tomboy due to her rural upbringing, she nevertheless has the makings of an excellent witch.
Skill: Flame Shot
2
24 (3 mana) Deals 4 damage to the target.
No
No Ability
5 None
Paladin
Description
A warrior who wields a holy blade in his quest to free the realm from evil. His eyes burning with determination, he fights for those weary of war. After hearing tales of the ultimate Natial Master, he began searching for him.
Skill: Salvation
3
30 (4 mana) Resurrect 1 random card.
No
No Ability
4 Restores 1 HP each turn.
Beast
Description
A half-man, half-wolf who is feared and hated by humans. Because of his, he tries to avoid contact, living in solitude. The fact that he has recently appeared in human civilisation suggests he does so with an important goal.
Skill: Wild Draw
4
30 (1 mana) Draw a card.
No
No Ability
4 Counterattacks deal +2 damage.
Swordsman
Description
A wandering swordsman who drifts through life. Living only for himself, he does not take orders from anyone as a matter of principle. he keeps his emotions buried, preferring instead that his swordsmanship says all that needs to be said.
Skill: Shadow Slice
3
27 (2 mana) Deals 1 damage to a row of enemies.
No
No Ability
4 ATK +1 for each enemy this card defeats.
Sorcerer
Description
A master of magic who has spent his lifetime trying to unravel the mysteries of the world. Studied under the legendary witch to hone his knowledge. Has carefree demeanour, but can call upon countless forbidden spells.
Skill: Create Magic
1
25 (3 mana) Creates a Magic Crystal
No
No Ability
5 None
Shadow
Description
A disciple of darkness who lives and works in the seedy underbelly of the world, carrying out his missions with cold precision. In his spare time, he pays visits to the legendary witch...
Skill: Meteor Shuriken
2
20 (4 mana) Destroys a card in the enemy's hand.
No
Yes Ability
2 This card can counterattack against Ranged attacks.
Spirit
Description
A beautiful spirit with hair that shines like the stars, she is the embodiment of purity itself. Her eyes betray her inner struggle, however. 'Why was I born? What am I?' she asks as she wanders the world, desperately searching for answers.
Skill: Dazzling Caress
1
20 (3 mana) Allows the target to act again.
No
No Ability
5 When HP is 10 or less, HP/ATK +1 to all your cards.
Bard
Description
A wandering bard who travels from town to town, harp in hand. His phenomenal singing voice has lifted the spirits of people the world over. To help those whose spirits have been broken by war, he now seeks the legendary Song of Hope...
Skill: Beguiling Tune
2
22 (3 mana) Seals an enemy's actions for 1 turn.
No
No Ability
3 None
Tyrant
Description
The ultimate Natial Master. A monstrous figure whose power can crush entire armies, he defeated all others in the Age of Strife, becoming the supreme ruler of his own empire. Rumours claim that he even studied under the legendary witch.
Skill: Storm Blade
5
30 (7 mana) Deals 3 damage to all enemies.
No
No Ability
4 HP/ ATK +2 for adjacent cards to the left and right.

Magic

Magic Crystal
Description
A brilliant crystal brimming with magical power. It is said battles are won by the Master who can collect the most magic crystals.
Effect:
Target gains HP / ATK +1 and you receive Mana +1. if the target is a Natial, its Skill can be used again.
0
Medic
Description
Healing magic that contains the power of the heavens. Said to be the byproduct of alchemical research into reanimation.
Effect:
Restores 2 HP to the target and removes seal. If the target is a Heaven attribute card, it also gains ATK +1
1
Transmute
Description
Support magic that transforms enemies into pure gold. Said to contain the essence of a Natial that posesses humans and brings misfortune.
Effect:
Seals an enemy's actions for 2 turns. If your master is the Witch, the enemy is sealed for 3 turns instead.
4
Vanish
Description
Offensive magic that cuts through enemies like a deadly blade. Contains the essence of a savage Natial. Used primarily by medieval assassins.
Effect:
Deals 6 damage to the target. If your Master is the Paladin, deal 7 damage instead.
4
Uptide
Description
Support magic with the power of water. Said to contain the essence of a Natial that could manipulate gravity.
Effect:
All Water attribute cards gain HP/ATK +1, and the enemy's Earth, Fire and Heaven attribute cards each take 1 damage.
3
Blaze
Description
Support magic with the power of fire. Contains the essence of a Natial that could manipulate flames, and grant fires protection to a target.
Effect:
Target gains ATK +2. if the target is a Fire attribute card, it gains ATK +3 instead.
2
Wall
Description
Support magic with the power of earth. uses the essence of a Natial who controls the soil to raise the earth into a defensive barrier.
Effect:
Puts a barrier on the target that negates damage once. if the target is an Earth attribute card, it also gains +2 HP.
2
Expel
Description
Support magic that uses the power of a Natial that can control time and space to revert an enemy Natial to its state before being summoned.
Effect:
Returns an opponents Natial to their hand.
3
Reduce
Description
Support magic that grants heavenly blessings. Calls upon the power of a fiery angel who fills the user with miraculous power.
Effect:
Halves the mana cost of one card in your hand.
1
Disaster
Description
Offensive magic that calls down a ruinous storm using the power of a weather-controlling Natial. Tears through all in its path without mercy.
Effect:
Deals 4 damage to a row of enemies.
5

Natials

Earth

Pa-Rancell
Description
A basic earth Natial, first discovered after the Middle Ages, but can now be found all over. Worshipped as a symbol of harmony.


Height: 18-160 Rege
Weight: 0.2-45 Curim

Skill: None
2
1 N/A
No
No Ability
1
thumb
thumb
Defends adjacent cards to the left and right.
D-Arma
Description
A healing Natial from the Far East. It is very weak to magic and dissolves when submerged in water. Said to have a virtuous countenace.


Height: 50-160 Rege
Weight: 8-30 Curim

Skill: Cure
1
3 Restores 2 HP to the target.
No
No Ability
2
thumb
thumb
This card can act twice.
Ae-Ferrion
Description
A Natial discovered in the southern region of the land. Depicted by the natives on their walls and decorative ornaments as the god of victory.


Height: 30-200 Rege
Weight: 2-120 Curim

Skill: None
2
2 N/A
No
Yes Ability
3
thumb
thumb
None
Gia-Bro
Description
A Natial discovered in the northern region of the land. According to legend, it is a god of earth and fertility. Fires magic seeds from its head.


Height: 120-320 Rege
Weight: 8-70 Curim

Skill: Grenade
2
5 Deals 1 damage to a row of enemies.
No
No Ability
4
thumb
thumb
None
Da-Colm
Description
A towering Natial of colossal proportions. Long ago, an ancient desetr civilisation pioneered the technology to create autonomous rock giants.


Height: 160-400 Rege
Weight: 220-50,000 Curim

Skill: None
6
8 N/A
No
No Ability
6
thumb
thumb
HP +1 to cards in the same row.
Ma-Gorb
Description
A unique earth Natial that can float and freely manipulate silver. Some are known to leave their masters and live in caves for hundreds of years.


Height: 6-620 Rege
Weight: 0.4-1000 Curim

Skill: Vermeil
5
5 Seals an enemy's actions for 2 turns.
Yes
No Ability
7
thumb
thumb
ATK +1 for each enemy this card defeats.

Water

Requ
Description
One of the oldest naturally occcuring Natials. It is extremely agile but lacks the stamina to travel long distances.


Height: 20-240 Rege
Weight: 0.2-90 Curim

Skill: None
1
1 N/A
No
No Ability
1
thumb
thumb
When this card leaves play, draw a card.
Marme
Description
A water Natial with healing powers. It has an advantage over fire Natials. First sighted in the Devil's Sea, where many ships have disappeared.


Height: 160-180 Rege
Weight: 80-200 Curim

Skill: Heal
2
3 Restores 3 HP to target.
No
No Ability
3
thumb
thumb
None
Zamilpen
Description
A Natial discovered in the Far North. Its saliva can freeze enemies on contact. Despite extensive research, its ecology remains a mystery still.


Height: 80-160 Rege
Weight: 8-200 Curim

Skill: Freeze
4
3 Seals an enemy's actions for 1 turn.
No
No Ability
4
thumb
thumb
None
Tarbyss
Description
A Natial that resembles a flattened fish. In the southern tropics, Tarbyss can be seen sunbathing on the surafce of the water like fallen leaves.


Height: 80-460 Rege
Weight: 4-4000 Curim

Skill: None
3
3 N/A
No
Yes Ability
5
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When this card leaves play, draw a card.
Neptjuno
Description
A Natial in the form of a magical warrior standing atop a turtle. many summoners in the military specialise in deploying Neptjunos.


Height: 140-220 Rege
Weight: 160-240 Curim

Skill: Ice Burn
5
7 Deals 2 damage to an enemy.
No
No Ability
7
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Defends adjacent cards to the left and right.
Tentarch
Description
An extremely large water Natial with overwhelming destructive power. Appears in legends the world over as a monster that commands the sky and sea.


Height: 220-30,000 Rege
Weight: 300-550,000 Curim

Skill: Maelstrom
6
9 Deals 4 damage to all enemies.
No
No Ability
8
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None

Fire

Hepetus
Description
A Natial that resembles an old dwarf. What it lacks in agility, it makes up for in raw power. Highy empathic to its user's emotional state.


Height: 120-160 Rege
Weight: 60-110 Curim

Skill: None
2
2 N/A
No
No Ability
2
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None
Dullmdalla
Description
A giant head that emerges from the void, burning everything in its path. The ancient race that created this colossus quickly came to fear it.


Height: 150-600 Rege
Weight: 60-3500 Curim

Skill: Explosion
1
3 Deals 1 damage to a row of enemies.
No
No Ability
3
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ATK +1 for each enemy this card defeats.
Blyx
Description
A Natial that resembles a human woman and a four-legged beast. In legend, it is the gatekeeper of a desert kingdom, or the guardian of a forest.


Height: 180-280 Rege
Weight: 200-300 Curim

Skill: None
3
3 N/A
No
Yes Ability
4
thumb
thumb
None
Oonvievle
Description
A Natial with a giant scythe. There are many theories about its origins, including one that suggests it lived alongside dragons.


Height: 180-240 Rege
Weight: 20-50 Curim

Skill: None
6
5 N/A
No
No Ability
6
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ATK +1 for each enemy this card defeats.
Greon
Description
A rare winged fire attribute Natial that requires a great deal of magic to keep itself aloft. It's depicted on the flag of a southern kingdom.


Height: 80-200 Rege
Weight: 8-80 Curim

Skill: None
5
5 N/A
Yes
No Ability
7
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This card can act twice.
Xenofiend
Description
A burning demon that can turn the world to ash. Due to the colossal amount of power in its body, humans are only able to manifest its upper half.


Height: 200-2400 Rege
Weight: 400-5000 Curim

Skill: Inferno
4
7 Deals 5 damage to an enemy.
No
No Ability
7
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ATK +2 for each enemy this card defeats.

Heaven

Pelitt
Description
A tiny fairy Natial. Though weak, it can remove sealing effects. Used in diversion tactics intended to penetrate the enemy's front lines.


Height: 6-60 Rege
Weight: 0.2-2 Curim

Skill: Medic
1
1 Removes Seal from target.
Yes
No Ability
1
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ATK +2 for each enemy this card defeats.
Guene-Foss
Description
This cloud-riding, lightning-summoning Natial is believed to have come from the East. Popular due to its relatively inexpensive summoning cost.


Height: 120-200 Rege
Weight: 0.8-4 Curim

Skill: Blitz
2
3 Deals 2 damage to an enemy.
Yes
No Ability
3
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None
Kyria-Bell
Description
A war maiden whose descent from the heavens is heralded by the sound of clanging bells. In the North, she is known as the guider of souls.


Height: 160-180 Rege
Weight: 60-90 Curim

Skill: Thunder
4
4 Deals 2 damage to a row of enemies.
Yes
No Ability
4
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None
Fifenall
Description
A Natial that can restore a significant amount of health. Despite its angelic appearance, its wings and halo are strictly decorative.


Height: 140-170 Rege
Weight: 37-59 Curim

Skill: Recovery
1
5 Restores 6 HP to the target.
Yes
No Ability
4
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When this card leaves play, draw a card.
Amoltamis
Description
Ancient war journals mention a moon goddess Natial, who rides a chariot through the sky and fires arrows upon the battlefield.


Height: 190-210 Rege
Weight: 180-200 Curim

Skill: None
3
6 None
Yes
Yes Ability
6
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ATK +2 while in the front row.
Regna-Croix
Description
A Natial last seen at the previous era's end, its holy rays vaporize friend and foe alike. Said to be sent by the gods to purify the mortal realm.


Height: 200-4000 Rege
Weight: 140-60,000 Curim

Skill: Destruction
5
7 Deals 3 damage to a row of enemies.
Yes
No Ability
8
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All your Heaven attribute cards gain ATK +1.

Gallery

Trivia

  • This game is based upon an older property of Falcom by the same name.